All geek to me....

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Comments

  • Kendall SearsKendall Sears Posts: 2,995
    mjc1016 said:

    Folks... There are whole University DEGREE PROGRAMS on this stuff.  I know this because my daughter is finishing up her Bachelor's Degree in Computer Graphics.  This stuff isn't simple.  It will take work, research, work, experimentation, work, asking experts, and did I mention work?  There isn't a "make art" button for this reason.  DS does a very good job of hiding some of the more complicated things, but there are things that just take learning.  Sometimes, learning is hard, but rarely unrewarding.

    Kendall

    Dang...it's been that long?

    I guess she won't qualify for the New User's contests any longer  laugh

    Yeah, the work part is definitely there.

    Sort of... She entered University early and has accelerated through the classes.  She's still just 19, but should finish her first Bachelor's Degree a few months past her 20th B-day.  Her 2nd Bachelors should hopefully be done shortly afterward.  She's a dual major of Computer Graphics and Mechanical Engineering.  But it has been 6 years since her first joining the forums.

    I don't think she ever entered the "new users" contests, just the Freepository Challenges.  But no, she's definitely done "for pay" professional work. :)

    Kendall

  • Kendall SearsKendall Sears Posts: 2,995
    lx said:

    Folks... There are whole University DEGREE PROGRAMS on this stuff.  I know this because my daughter is finishing up her Bachelor's Degree in Computer Graphics.  This stuff isn't simple.  It will take work, research, work, experimentation, work, asking experts, and did I mention work?  There isn't a "make art" button for this reason.  DS does a very good job of hiding some of the more complicated things, but there are things that just take learning.  Sometimes, learning is hard, but rarely unrewarding.

    Kendall

    Still, I'm assuming your daughter had textbooks, in addition to professors who systematically took her from a newbie to 100 over several semesters.  The people asking for documentation aren't asking for a genie in a bottle.  They want documentation so they CAN put in the work and not waste their time.  I went to film school back in the 80's right before digital was becoming a thing.  Back then if you really wanted to learn filmmaking you "had" to go to film school because there weren't a lot of books on the subject, experimenting would have wasted a lot of time and money without someone to show you the ropes.  Now, with all the books and tutorials availible I could have taught myself the stuff I went to college for.

    I taught myself lightwave and 3ds Max only because there were books on those programs aimed at whatever level I was at at that time.**  If those books hadn't existed I daresay I wouldn't be doing anything with those programs worthwhile after years of fiddling around.  The lack of proper documentation for Daz is keeping many people at an amateur level in their creative endeavors when they could be progressing well beyond that.  Having people use your software at a professional level is perhaps the best free marketing a company like Daz could hope for,  and they are  completely neglecting it.

    ** and based on what I've seen people say about the amount of items they own, I'm sure many people have spent more on Daz peripheries, than  I spent on Lightwave, Max, and the multitude of textbooks I bought to learn them,  and those are considered "professional" software packages, so I don't think you can assume that people wouldn't pay for such a resource.  If you've already spent hundreds on a hobby, wouldn't you shell out $40 to $60 for a resource that helped you get the most out of it?

    Lots of books.  Lots of classes.  And that's my point.  There is so much in DS now that requires knowledge of the CG field that "documenting it all" it in a single manual is just not practical.  Rendering engines such as Iray or 3Delight are huge complex beasts on their own that could only be lightly touched by a "DAZ Studio" manual.   Then you get into things like weight mapping, rigging, quaternions vs euler, etc.  It is more than can practially be covered in a "manual".  There is an online "how to use" manual that cover the basics, and has been for quite some time.

    Kendall

    There are many more complicated programs - some of them free at that - which manage to have an up to date manual written in everyday language. Studio is not too complicated a program to have more than a getting started guide, and since their main stated issue was ease of use you'd think they'd try to address that instead of building a stupidly overcomplicated extra system to install your content wherever it wants. But since they are making money without bothering to properly document their software for users they probably won't do so. That's their choice, but don't try and give them excuses like "it's too hard."

    There are indeed many more complicated programs, and they also need more than a single manual.  In fact, I think you'll find that none of them has published a "single" manual in quite some time.  Autodesk's online manuals for Maya and 3DS Max are filled with inaccurate and outdated information that is constantly being found by users and updated by Autodesk.  This is different from DAZ only in that DAZ doesn't have legacy text available that they've modified year-after-year.

    Studio is "easy to use" compared to the rest of the market.  I don't dispute that the documentation is lacking, only that some of those in this thread are overlooking that there is a lot of "background knowledge" that is assumed to be known by ANY 3D software suite.  Lighting techniques, lighting terminology, framing techniques, semantics of shading, and the like.  I see complaints about light and camera settings in this thread, and when told that those use "industry standard" nomenclature I see followup complaints of "I shouldn't have to know that".  Unfortunately... yes you should -- if you intend to make images beyond the base presets given.

    Studio at least gives defaults that will provide a meaningful image for rendering within a few clicks.  You *won't* get that in the other programs.  Maybe someone will make a comprehensive manual or video series -- but they probably won't be cheap.  Dreamlight sells many tutorial packages.  How many in this thread have purchased any of them *AND* studied them?

    Kendall  

  • WonderlandWonderland Posts: 7,133
    edited June 2016

    Oh, wait! One of the books on Amazon is for Iray!!! But it's for 4.8, not 4.9. Will that make a difference? See, if I buy that, that money could have gone to Daz... But that just focuses on IRay, I see, not everything else... Urrghhh... And can't see inside to see how they explain it and it seems to just focus on digital women, maybe not full scenes...

    I've got the book you were referring to, but I haven't started it yet because I was still working my way through the Piola Ciccone book.  I was going to gift it to you since I purchased it on Kindle, but then saw that it was only 4 bucks. LoL.   Thumbing through it though, it's basically in the style of the video tutuorials, only in print.  You load up a figure, and he explains how to achieve different looks using I-ray and the setting you need.  It seems to be basic enough that it will give you a solid starting point "from which to start experimenting on your own".  At the very least you'll have a good idea what certain sliders do.

    Seems it's better than nothing, and $4 won't break the bank.

    Thanks, I'll look into it. Colm has some great video tutorials and I got his light studio products which I think will teach me a lot while experimenting. But I want to know more than just lighting. I want to use the Lipsync feature (if that still exists) and basically EVERYTHING in the menus. What I would love is a comprehensive manual with screenshots of everything Daz is capable of, read it in bed before sleep and spark ideas of what I can do in Daz that I couldn't in Poser and I think there are many things besides Iray, but I don't know what they all are! I would actually like to create my own content and various other things that go beyond creating pinups. I was kind of joking in my OP. Been doing pinups for years in Poser and don't need Daz for that. I'm doing a graphic novel that I want to make more realistic than most comics, and still haven't decided if I want to do in Poser or Daz, with V4 or G3.... Hoping for GenX for G3 to transfer my character morphs but I've already tried to recreate them just by sight. But if I can't use Daz properly, it will be more time efficient to use Poser. At first I hated DS, the UI was driving me crazy, but now I'm liking it and Colm's cameras take care of not having a face camera although I'd still like to figure out how to get that permanently in the UI, rather than in sub menus, as well as hand cameras. Anyway, I would just like to know everything that's POSSIBLE whether I use it or not, I may need it someday and remember that Daz can do it.

    Post edited by Wonderland on
  • hphoenixhphoenix Posts: 1,335

    We need DAZ to set up on their servers a "Community Wiki" that we could edit and contribute to.  I think such a resource would soon become the default repository of information on the application, and they'd not have to spend a lot of resources on it.  Seems like it would be a win-win scenario.

    And if not DAZ, maybe someone with some spare server space could donate it and set up the wiki for us.......

     

  • WonderlandWonderland Posts: 7,133
    hphoenix said:

    We need DAZ to set up on their servers a "Community Wiki" that we could edit and contribute to.  I think such a resource would soon become the default repository of information on the application, and they'd not have to spend a lot of resources on it.  Seems like it would be a win-win scenario.

    And if not DAZ, maybe someone with some spare server space could donate it and set up the wiki for us.......

     

    That is a GREAT idea!!!! 

  • ChoholeChohole Posts: 33,604
    edited June 2016
    hphoenix said:

    We need DAZ to set up on their servers a "Community Wiki" that we could edit and contribute to.  I think such a resource would soon become the default repository of information on the application, and they'd not have to spend a lot of resources on it.  Seems like it would be a win-win scenario.

    And if not DAZ, maybe someone with some spare server space could donate it and set up the wiki for us.......

     

    Hmm,   has anyone told you what happened to the freebie wiki that was set up to replace the lists that are so prevalent over in the freebie forum..   It was a good job that the person/people setting it up had backups of the info.  Some people take adding to or subtracting from a public wiki to mean something completely different than the original intent.

    Post edited by Chohole on
  • hphoenixhphoenix Posts: 1,335
    Chohole said:
    hphoenix said:

    We need DAZ to set up on their servers a "Community Wiki" that we could edit and contribute to.  I think such a resource would soon become the default repository of information on the application, and they'd not have to spend a lot of resources on it.  Seems like it would be a win-win scenario.

    And if not DAZ, maybe someone with some spare server space could donate it and set up the wiki for us.......

     

    Hmm,   has anyone told you what happened to the freebie wiki that was set up to replace the lists that are so prevalent over in the freebie forum..   It was a good job that the person/people setting it up had backups of the info.  Some people take adding to or subtracting from a public wiki to mean something completely different than the original intent.

    Oh, I'm not saying it should be open to EVERYONE.  Forum login required, possibly a minimum age to edit/add pages.  And of course, some basic oversight.....And proper wiki software allows for edits to be reverted (much like source-control software) so that if someone does get in and remove a bunch of pages maliciously, all an admin has to do is go and revert all their last edits, then lock their editing access out.

     

  • Kevin SandersonKevin Sanderson Posts: 1,643
    Taozen said:

    Alicia, have you looked at the links here yet? http://docs.daz3d.com/doku.php/public/software/dazstudio/start

    But is it complete - does it get around all the features so you learn all the aspects? I've known about this tutorial for years but I've always heard people complain that it was never up to date. Has that changed?

    Looks like they've added stuff. It's not complete but it's better than it was when many were griping. You will still have to apply yourself.

  • lx_2807502lx_2807502 Posts: 2,996
    lx said:

    Folks... There are whole University DEGREE PROGRAMS on this stuff.  I know this because my daughter is finishing up her Bachelor's Degree in Computer Graphics.  This stuff isn't simple.  It will take work, research, work, experimentation, work, asking experts, and did I mention work?  There isn't a "make art" button for this reason.  DS does a very good job of hiding some of the more complicated things, but there are things that just take learning.  Sometimes, learning is hard, but rarely unrewarding.

    Kendall

    Still, I'm assuming your daughter had textbooks, in addition to professors who systematically took her from a newbie to 100 over several semesters.  The people asking for documentation aren't asking for a genie in a bottle.  They want documentation so they CAN put in the work and not waste their time.  I went to film school back in the 80's right before digital was becoming a thing.  Back then if you really wanted to learn filmmaking you "had" to go to film school because there weren't a lot of books on the subject, experimenting would have wasted a lot of time and money without someone to show you the ropes.  Now, with all the books and tutorials availible I could have taught myself the stuff I went to college for.

    I taught myself lightwave and 3ds Max only because there were books on those programs aimed at whatever level I was at at that time.**  If those books hadn't existed I daresay I wouldn't be doing anything with those programs worthwhile after years of fiddling around.  The lack of proper documentation for Daz is keeping many people at an amateur level in their creative endeavors when they could be progressing well beyond that.  Having people use your software at a professional level is perhaps the best free marketing a company like Daz could hope for,  and they are  completely neglecting it.

    ** and based on what I've seen people say about the amount of items they own, I'm sure many people have spent more on Daz peripheries, than  I spent on Lightwave, Max, and the multitude of textbooks I bought to learn them,  and those are considered "professional" software packages, so I don't think you can assume that people wouldn't pay for such a resource.  If you've already spent hundreds on a hobby, wouldn't you shell out $40 to $60 for a resource that helped you get the most out of it?

    Lots of books.  Lots of classes.  And that's my point.  There is so much in DS now that requires knowledge of the CG field that "documenting it all" it in a single manual is just not practical.  Rendering engines such as Iray or 3Delight are huge complex beasts on their own that could only be lightly touched by a "DAZ Studio" manual.   Then you get into things like weight mapping, rigging, quaternions vs euler, etc.  It is more than can practially be covered in a "manual".  There is an online "how to use" manual that cover the basics, and has been for quite some time.

    Kendall

    There are many more complicated programs - some of them free at that - which manage to have an up to date manual written in everyday language. Studio is not too complicated a program to have more than a getting started guide, and since their main stated issue was ease of use you'd think they'd try to address that instead of building a stupidly overcomplicated extra system to install your content wherever it wants. But since they are making money without bothering to properly document their software for users they probably won't do so. That's their choice, but don't try and give them excuses like "it's too hard."

    There are indeed many more complicated programs, and they also need more than a single manual.  In fact, I think you'll find that none of them has published a "single" manual in quite some time.  Autodesk's online manuals for Maya and 3DS Max are filled with inaccurate and outdated information that is constantly being found by users and updated by Autodesk.  This is different from DAZ only in that DAZ doesn't have legacy text available that they've modified year-after-year.

    Studio is "easy to use" compared to the rest of the market.  I don't dispute that the documentation is lacking, only that some of those in this thread are overlooking that there is a lot of "background knowledge" that is assumed to be known by ANY 3D software suite.  Lighting techniques, lighting terminology, framing techniques, semantics of shading, and the like.  I see complaints about light and camera settings in this thread, and when told that those use "industry standard" nomenclature I see followup complaints of "I shouldn't have to know that".  Unfortunately... yes you should -- if you intend to make images beyond the base presets given.

    Studio at least gives defaults that will provide a meaningful image for rendering within a few clicks.  You *won't* get that in the other programs.  Maybe someone will make a comprehensive manual or video series -- but they probably won't be cheap.  Dreamlight sells many tutorial packages.  How many in this thread have purchased any of them *AND* studied them?

    Kendall  

    Okay yeah I absolutely agree with everything you're saying here.

    Also in fairness when I complained that they were making really useful youtube videos highlighting various features but not actually telling anyone, they did highlight them in a sale shortly after. I'd just like to see it a bit more centralised and organised. There is a lot of information out there (and a lot of it by Daz) but getting to it or knowing it even exists to look for is still quite the game of chance.

  • kyoto kidkyoto kid Posts: 41,847
    gederix said:

    Colelctive3d's explanation or lighting/exposure is another reason I prefer reality/luxrender for rendering, you can adjust the camera exposure (iso/f-stop/shutter speed) and all your individual light intensities during the render. And film settings.

    ...if it weren't so glacially slow (I have to render in CPU mode on a first generation i7 which does not support the "speed boost") and R4 didn't have bug issues, I'd still be using it. 

    I always liked the auto film settings.  In Iray I have to fake it through adjusting saturation and white point values.

  • kyoto kidkyoto kid Posts: 41,847
    edited June 2016

     

    I would be willing to pay $29.99, that seems like a reasonable price. Maybe even more. And if they sold it on Amazon, it would prevent theft and new potential customers might discover Daz accidentally through Amazon's search system...

    My issues aren't just with lights, it's all the hidden things in the menus. I know I'm only using using like 10% of what Daz is capable of and I can't use things if I don't know they exist.

    Unfortunately, not knowing what you don't know is a very frustrating aspect of the whole business.  I always told students to focus on using what they do know, and learn to do those things well, and that over time they'd come across things they want to do but don't know how, at which point you learn and add those techniques to your repertoire.

    Well, I'm sorry, but that just seems silly to me. If I have software, I want to know EVERYTHING it's capable of. I don't want to have to guess or imagine what it MIGHT do. There are techniques that exist that I've discovered through Colm that can drastically simplify things. Why should I have to do things the hard way or struggle through when there are simple solutions that exist right in the software but I don't know exist because they are not documented?  Software is not meant to be a guessing game but a tool to create/do what you need in the simplest way possible. You should save time with software, not waste it, trying to figure it out or doing things a complicated long way just because you didn't know a simpler way existed.... And if I knew everything it was capable of, it would expand what I could do creatively instead of being stuck in a small box, knowing only its simplest uses or being frustrated because I know it's capable of doing things but I can't find documentation on how to do it... Some of us are beyond "students," and make a living or at least try to with our art, and want to use the software as a means to create our art (that maybe we were doing perfectly well with Poser and Photoshop) and just wanted to expand our toolbox but finding it difficult because of the lack of proper documentation. And the documentation should be artist friendly, not for scientists or students planning a career at Pixar.

    You present a very linear way of thinking about the program and its tools, that is quite common I find. I consider this way of thinking to be Goal Oriented, which for many art disciplines is a no-no.  Expectaions of immediate results from direct inputs without any trial and error is in my opinion not helpful when it comes to learning technical things.

    My opinion is that CG art is not for all types of artists. Because with CG the "art" is coupled with the underlying "technology." If all one cares about are the finished artistic results, then CG simply isnt for them. To truly be at home with CG, one needs to be driven by the desire for technical knowledge as much as anything else. And technical knowledge doesnt come from producing "finished" artowtrk, it comes from doing technical studies for no other reason than to see what is possible. Not becuase you have a specific end goal in mind and are struggling to make the application produce the results you want.

    Painting with brushes is simpler from a technical standpoint because brushes are a simpler technology than pixels.

    Where we both agree is that in life there are difficult things sometimes, and that there is no benefit in making those difficult things even more difficult than they need to be. Documentation is essential, no way around that. But like life itself, the documentation is sketchy at best. So we often flap around blindly, and luck plays a significant role in who succeeds and who fails. No one wants to rely on luck when they have commissions due for submission. Professionals need certainty. Agreed. But not all of our time should be spent on commissions.

    Curiosity about the technology of the application should be as strong an impetus to press Render as the need to create the art itself.

    CG is all about manipulating pixels, and each individual pixel has only 3 degrees of freedom to distinguish it. So no matter what the process is, it can only affect the pixels in one of the three ways. Pixels can be lightened/darkened, saturated/desaturated, and red shifted/blue shifted. Everything boils down to these three ideals.

    If a pixel is too dark, there can be a million diferent ways to lighten it up.

    The intended purpose of a tool is only its starting point. How you might use a tool once you understand how it functions is quite another. I cannot tell you how many times I've produced "impossible" renders in Bryce simply because I created all my own stuff. Custom rigged soft shadow sunlight, custom rigged light domes, all of it far from the standard way of using these tools. I never used presets, presets were mere learning tools. As I've always said, that if users dont step out on their own and find new and unique uses for the tools at hand then the only resutls the artist will accomplish are those minimal results the original programmers intended. I see no reason to allow the programmers to limit me. Having someone say that this one way is the only way to do something seems limiting and predicatble.

    Schools teach kids answers, but they also try to teach problem solving skills for problems they have yet to encounter. Knowing how to solve problems is as impoirtant as knowing the answers to the factual inquiries.

    Sliders arent everything.

    Example, Sally, an artist using Daz3d IRAY struggles with getting the right shine of skin on the character. Some might give the Sally a million tweaks to the specular and roughness sliders of the skin, but Sally still finds the shine is too flat. Then one day Sally comes to realize randomly that the character has been lit with a wide area light, as wide as the character herself and positioned not far away. Sally accidentally discovers that by making the light source much smaller but brighter, that the specular reflections become more pronounced, and now violla, the skin looks as "expected." So in actuality the "problem" of not enough skin shine had multiple solutions beyond the obvious specular and roughness sliders, and some of them are not directlly obvious such as the width of a light source.

    Thats why assuming channels and tools can only do the one thing they were designed to do is not always liberating as it would seem.

    It's like an episode of Star Trek, when they say "Captain, we don't have enough power to jump to Warp right now."  Kirk replies:" Then re-route power from life support and get us out of here!!!

    Knowing where to get more power when you suddenly don't have it where you expect it is as important as knowing how to pilot the ship itself. We've gotta know how to improvise, because again, there is never a ready made solution for all potential problems.

     

    ...but for people like myself who suffers from crippling arthritis that makes it difficult to hold a brush or pencil frimly to get a proper stroke or line, CG is an alternative if I wish to continue with my main creative pursuit. I can understand blocking lighting as I worked both in stage design/lighting and photography. However when you get down to the nit picky details of multiple skin layer values for SSS or hair that is where you begin to lose me.  Yes it was far less "technical" to create the look of SSS for skin, shadow softness, or refraction for glass or water with more traditional media, but there has to me some kind of "middle ground" for CG work that doesn't take it into such minute detail one spends more time sweating that than with actually creating a scene. 

    As I and others mentioned, it would be nice to have a handbook along the lines of a Daz Studio or Iray for Dummies. It would be so much more helpful than hunting down video tutorials on Youtube as all the basic information would be there in one nice package rather than scattered all over the interwebs. Another nice feature of a print rather than video learning tool is you can have it open to the topic at hand while also working on a project as well as take it with you to read while riding the bus to work, having lunch, sitting at the coffee shop etc.

    Post edited by kyoto kid on
  • Kendall SearsKendall Sears Posts: 2,995
    edited June 2016
    lx said:
    lx said:

    Folks... There are whole University DEGREE PROGRAMS on this stuff.  I know this because my daughter is finishing up her Bachelor's Degree in Computer Graphics.  This stuff isn't simple.  It will take work, research, work, experimentation, work, asking experts, and did I mention work?  There isn't a "make art" button for this reason.  DS does a very good job of hiding some of the more complicated things, but there are things that just take learning.  Sometimes, learning is hard, but rarely unrewarding.

    Kendall

    Still, I'm assuming your daughter had textbooks, in addition to professors who systematically took her from a newbie to 100 over several semesters.  The people asking for documentation aren't asking for a genie in a bottle.  They want documentation so they CAN put in the work and not waste their time.  I went to film school back in the 80's right before digital was becoming a thing.  Back then if you really wanted to learn filmmaking you "had" to go to film school because there weren't a lot of books on the subject, experimenting would have wasted a lot of time and money without someone to show you the ropes.  Now, with all the books and tutorials availible I could have taught myself the stuff I went to college for.

    I taught myself lightwave and 3ds Max only because there were books on those programs aimed at whatever level I was at at that time.**  If those books hadn't existed I daresay I wouldn't be doing anything with those programs worthwhile after years of fiddling around.  The lack of proper documentation for Daz is keeping many people at an amateur level in their creative endeavors when they could be progressing well beyond that.  Having people use your software at a professional level is perhaps the best free marketing a company like Daz could hope for,  and they are  completely neglecting it.

    ** and based on what I've seen people say about the amount of items they own, I'm sure many people have spent more on Daz peripheries, than  I spent on Lightwave, Max, and the multitude of textbooks I bought to learn them,  and those are considered "professional" software packages, so I don't think you can assume that people wouldn't pay for such a resource.  If you've already spent hundreds on a hobby, wouldn't you shell out $40 to $60 for a resource that helped you get the most out of it?

    Lots of books.  Lots of classes.  And that's my point.  There is so much in DS now that requires knowledge of the CG field that "documenting it all" it in a single manual is just not practical.  Rendering engines such as Iray or 3Delight are huge complex beasts on their own that could only be lightly touched by a "DAZ Studio" manual.   Then you get into things like weight mapping, rigging, quaternions vs euler, etc.  It is more than can practially be covered in a "manual".  There is an online "how to use" manual that cover the basics, and has been for quite some time.

    Kendall

    There are many more complicated programs - some of them free at that - which manage to have an up to date manual written in everyday language. Studio is not too complicated a program to have more than a getting started guide, and since their main stated issue was ease of use you'd think they'd try to address that instead of building a stupidly overcomplicated extra system to install your content wherever it wants. But since they are making money without bothering to properly document their software for users they probably won't do so. That's their choice, but don't try and give them excuses like "it's too hard."

    There are indeed many more complicated programs, and they also need more than a single manual.  In fact, I think you'll find that none of them has published a "single" manual in quite some time.  Autodesk's online manuals for Maya and 3DS Max are filled with inaccurate and outdated information that is constantly being found by users and updated by Autodesk.  This is different from DAZ only in that DAZ doesn't have legacy text available that they've modified year-after-year.

    Studio is "easy to use" compared to the rest of the market.  I don't dispute that the documentation is lacking, only that some of those in this thread are overlooking that there is a lot of "background knowledge" that is assumed to be known by ANY 3D software suite.  Lighting techniques, lighting terminology, framing techniques, semantics of shading, and the like.  I see complaints about light and camera settings in this thread, and when told that those use "industry standard" nomenclature I see followup complaints of "I shouldn't have to know that".  Unfortunately... yes you should -- if you intend to make images beyond the base presets given.

    Studio at least gives defaults that will provide a meaningful image for rendering within a few clicks.  You *won't* get that in the other programs.  Maybe someone will make a comprehensive manual or video series -- but they probably won't be cheap.  Dreamlight sells many tutorial packages.  How many in this thread have purchased any of them *AND* studied them?

    Kendall  

    Okay yeah I absolutely agree with everything you're saying here.

    Also in fairness when I complained that they were making really useful youtube videos highlighting various features but not actually telling anyone, they did highlight them in a sale shortly after. I'd just like to see it a bit more centralised and organised. There is a lot of information out there (and a lot of it by Daz) but getting to it or knowing it even exists to look for is still quite the game of chance.

    Indeed.  A good place to start is the DS Changelogs that are released in the Daz Studio Forum area.  New features and changes are noted in the change notes that are inside the log files.

    Kendall

    Post edited by Kendall Sears on
  • Male-M3diaMale-M3dia Posts: 3,584
    edited June 2016


    We aren't willing to PAY for the effort required.

    I am.  Time is too valuable to spend it  trying to figure out stuff that people have already figured out.  Knowledge is just as real a commodity as a software asset, and I don't mind paying for it.   I'd daresay there are more people using Daz, than say a program like Maya, yet you can find numerous manuals on Maya.  Who are those written for?  Certainly not the animators at Pixar or Disney, but for hobbyist, students and people just like users of Daz. 

    Like it or not, Daz3d has become a professional software tool, and it's time to treat it as such.

    I have copies of Modo, zbrush, cinema4D, 3DCoat.. all professional tools; none came with a manual. Professional users have to rely on wikis and 3rd party references and tutorials to learn those programs. I simply would not expect DAZ to produce a manual when these programs that start at $800 don't. A manual may show you what commands are, but they will never give you decent "how-to".. that's where your online references from 3rd parties and tips from forums come from unfortuantely.

    Post edited by Male-M3dia on
  • kyoto kidkyoto kid Posts: 41,847
    edited June 2016

    ...but for some of the Pro apps, you can get training in at a 2 or 4 year college or trade school (there are even academic versions available). 

    For Daz, Carrara, Vue, or Poser, it's "tough luck kid, you're on your own".  If we could have a Blender for Dummies book, why not one for Daz Studio, Carrara, or Iray?

    Post edited by kyoto kid on
  • lx_2807502lx_2807502 Posts: 2,996


    We aren't willing to PAY for the effort required.

    I am.  Time is too valuable to spend it  trying to figure out stuff that people have already figured out.  Knowledge is just as real a commodity as a software asset, and I don't mind paying for it.   I'd daresay there are more people using Daz, than say a program like Maya, yet you can find numerous manuals on Maya.  Who are those written for?  Certainly not the animators at Pixar or Disney, but for hobbyist, students and people just like users of Daz. 

    Like it or not, Daz3d has become a professional software tool, and it's time to treat it as such.

    I have copies of Modo, zbrush, cinema4D, 3DCoat.. all professional tools; none came with a manual. Professional users have to rely on wikis and 3rd party references and tutorials to learn those programs. I simply would not expect DAZ to produce a manual when these programs that start at $800 don't. A manual may show you what commands are, but they will never give you decent "how-to".. that's where your online references from 3rd parties and tips from forums come from unfortuantely.

    http://modo.docs.thefoundry.co.uk/modo/801/help/index.html - modo
    http://docs.pixologic.com/ - zbrush
    http://www.maxon.net/support/documentation.html - cinema4d (I haven't looked through this one but it's kinda huge)
    http://3d-coat.com/manual/ - 3dcoat 

    Some of them are better than others, but all of them are much more comprehensive than anything Studio offers (and I've spent way more than $800 here.) In terms of free products, Blender and Unity both have manuals and guides that make even the paid ones above look not great (and they are already more than fine to me.) They may not be the picture with baby's first words type that some people want but they clearly lay out all of the features in relatively layman terms.

  • nelsonsmithnelsonsmith Posts: 1,337
    edited June 2016

     

    I have copies of Modo, zbrush, cinema4D, 3DCoat.. all professional tools; none came with a manual. Professional users have to rely on wikis and 3rd party references and tutorials to learn those programs. I simply would not expect DAZ to produce a manual when these programs that start at $800 don't. A manual may show you what commands are, but they will never give you decent "how-to".. that's where your online references from 3rd parties and tips from forums come from unfortuantely.

    Maybe the misunderstanding among everyone here seems to be due to symantics and definitions.  When I use the word "manual"  I don't necessarily mean an official book that comes with a product, but rather any manual that breaks down aspects of how the program works.  Nor I am referring to an enormous "bible" attempting to outline EVERY thing the program does, but rather books on aspects of it.  Example:  Iray is fairly complicated,  then it would be nice to be able to buy a book on Daz Iray that breaks it down.  It's not that complicated a idea, and you see it implemented with most all other software that has as many people fiddling around with it as Daz does ( except maybe Vocaloid software).  It doesn't have to be made by Daz, but I simply would like to have one (both Lightwave and Max do have officially endorsed manuals out there by the way).  You mentioned Z-brush doesn't have a manual, but if you go to Amazon you can find several books on sculpting with Z-brush.  There are books for Cinema 4D aimed at various levels of expertise as well.   Obviously somebody realized the need for such publications eventhough we're talking about "professional software programs".

    And for the record, you don't have to be a professional to use "professional" software.  I know several people who own Cinema 4D and other programs, didn't go to school, don't work at Disney, or are very good at these programs which they learned how to use from BOOKS available at BOOKSTORES.

    In fact I don't even see  the need to separate Daz3d from other software out there "professional" or not when it comes to having clear documentation on how to use it.  How did you guys out there learn to use Maya, Z-brush, or  Cinema 4D  anyway?  Did you just decide to buy them and then spent the next 20 years methodically clicking sliders until you finally figured out what everything did?  Or maybe everybody here is a savant, and automatically understood SSS settings by intuition.  Damn guys come on, Photo Shop isn't as complicated as most 3d programs and there are dozens of books as well as magazines on simply how to use it.

    What Daz needs is the equivalent of an Andrew Kramer, who made a program like After-Effects accessible to anybody who wanted to use it regardless of what skill level they were at.

     

    Post edited by nelsonsmith on
  • nelsonsmithnelsonsmith Posts: 1,337
    edited June 2016

    Coming from the world of filmmaking,  what I think is going on here is very much what you see going on in the film world with the democratization of filmmaking.

    Filmmaking used to be a very elite and expensive endeavor that only a few people could afford, and people who were in the industry were very close to the vest about many aspects of the process.  As the tools for it became affordable, and the quality of those products at the prosumer and consumer levels began to equal that of people using very high end gear, you started to see people begin to try and create a divide between "non-professionals" and "professionals" in the industry.  Suddenly no matter how many films like Tangerine got made with an Iphone, you were still relagated to the minor leagues and not taken seriously if you got your film made below a certain price point.

    It seems that some people look at Daz software and Daz digital artists in the same way.  Even though you see a few Daz artists whose work probably rivals that of people using "professional" 3D programs, they will always get that back handed compliment, "Oh that looks good for Daz, though"  the same as you hear people say of a very well made film, "Oh that looks good for low budget"  eventhough there is no discernable difference in quality evident at all.  There will always be some reason brought up as to why this person is able to create spectacular work and you can't even though you're using the same tools which never seems to entail telling you what you need to study.  It's just that the ability to learn and master a camera costing maybe a thousand dollars and then produce work that can stand along side a camera costing 10K makes some people feel a certain kind of way,  and they don't want people being able to master a "cheap" camera to that extent and certainly don't want the learning curve to that mastery to be any less steep.

    Post edited by nelsonsmith on
  • Male-M3diaMale-M3dia Posts: 3,584
    lx said:


    We aren't willing to PAY for the effort required.

    I am.  Time is too valuable to spend it  trying to figure out stuff that people have already figured out.  Knowledge is just as real a commodity as a software asset, and I don't mind paying for it.   I'd daresay there are more people using Daz, than say a program like Maya, yet you can find numerous manuals on Maya.  Who are those written for?  Certainly not the animators at Pixar or Disney, but for hobbyist, students and people just like users of Daz. 

    Like it or not, Daz3d has become a professional software tool, and it's time to treat it as such.

    I have copies of Modo, zbrush, cinema4D, 3DCoat.. all professional tools; none came with a manual. Professional users have to rely on wikis and 3rd party references and tutorials to learn those programs. I simply would not expect DAZ to produce a manual when these programs that start at $800 don't. A manual may show you what commands are, but they will never give you decent "how-to".. that's where your online references from 3rd parties and tips from forums come from unfortuantely.

    http://modo.docs.thefoundry.co.uk/modo/801/help/index.html - modo
    http://docs.pixologic.com/ - zbrush
    http://www.maxon.net/support/documentation.html - cinema4d (I haven't looked through this one but it's kinda huge)
    http://3d-coat.com/manual/ - 3dcoat 

    Some of them are better than others, but all of them are much more comprehensive than anything Studio offers (and I've spent way more than $800 here.) In terms of free products, Blender and Unity both have manuals and guides that make even the paid ones above look not great (and they are already more than fine to me.) They may not be the picture with baby's first words type that some people want but they clearly lay out all of the features in relatively layman terms.

     

    lx said:


    We aren't willing to PAY for the effort required.

    I am.  Time is too valuable to spend it  trying to figure out stuff that people have already figured out.  Knowledge is just as real a commodity as a software asset, and I don't mind paying for it.   I'd daresay there are more people using Daz, than say a program like Maya, yet you can find numerous manuals on Maya.  Who are those written for?  Certainly not the animators at Pixar or Disney, but for hobbyist, students and people just like users of Daz. 

    Like it or not, Daz3d has become a professional software tool, and it's time to treat it as such.

    I have copies of Modo, zbrush, cinema4D, 3DCoat.. all professional tools; none came with a manual. Professional users have to rely on wikis and 3rd party references and tutorials to learn those programs. I simply would not expect DAZ to produce a manual when these programs that start at $800 don't. A manual may show you what commands are, but they will never give you decent "how-to".. that's where your online references from 3rd parties and tips from forums come from unfortuantely.

    http://modo.docs.thefoundry.co.uk/modo/801/help/index.html - modo
    http://docs.pixologic.com/ - zbrush
    http://www.maxon.net/support/documentation.html - cinema4d (I haven't looked through this one but it's kinda huge)
    http://3d-coat.com/manual/ - 3dcoat 

    Some of them are better than others, but all of them are much more comprehensive than anything Studio offers (and I've spent way more than $800 here.) In terms of free products, Blender and Unity both have manuals and guides that make even the paid ones above look not great (and they are already more than fine to me.) They may not be the picture with baby's first words type that some people want but they clearly lay out all of the features in relatively layman terms.

    And all of those are online references, and still won't give you the how-to I mentioned in my post.

  • lx_2807502lx_2807502 Posts: 2,996
    edited June 2016

    I mean they all show what everything does in easy to understand language ... that's a manual in my book (and something that becomes very sketchy for Daz beyond the most basic settings.) 

    What more do people want? A tutorial for every button? So long as I can easily look up any button/setting via a logically organised manner and have it written in normal language, that's enough for me to figure things out. There are actually some really good pages in the Daz reference (some about Iray too!) but I only know they exist because I was linked directly to them. Trying to actually navigate (or use the search function, haha) I can never seem to find anything on it beyond the getting started guide.

    If you want to see a real disaster, check out the Carrara 8.5 manual.

    Post edited by lx_2807502 on
  • FIRSTLY:

    Many of the "buttons" are not fully documented, sometimes only to the extent of acknowleding the button's existence with no real explanation as to how to use it. A prime example is the NVIDIA Iray documention. The TONE MAPPING section is excellent! It explains, for example, quite succinctly what the shutter speed option is:

     Shutter Speed (1/x) - Controls the duration, in fractions of a second, that the “shutter” is open; e.g., the value 100 means that the “shutter” is open for 1/100th of a second. The higher this value, the greater the exposure1).

    Go to the FILTERING section of the NVIDIA Iray documention, however, and you get what is too often typical for DAZ documenation: not much that is useful. Either the documentation is so barebones as to be useless or it's hopelessly out of date. (Or, tragically, you find yourself in some defunct "artzone" section for prior versions of DAZ where the suporting graphics are no longer even included - making it impossible to glean very much at all from the old info). Click on a link like "Bloom Filter Enable" in the FILTERING section of the NVIDIA Iray documention and you're taken to a "Page Not Found" page or a "You Don't Have Access" page. That happens way too often.

    So then one is left to google and trawl the forums for how to use so many parts of DAZ, which can take hours of wading through winding discussions where many times you find conflicting or overly complicated answers to your questions. There are whole components of DAZ I've never tried to use or experiment with - from shader mixers to animation to morph loaders. I have my hands full with those sections I do use and am still trying to get a handle on, because like nelsonsmith, I Like to know what a program offers and how it works so I can use it efficiently and get the most out of for the time I spend devoted to mastering it. I've taught myself everything from Photoshop to HTML, Javascript, CSS1-3, Applescript, Second Life, on through how to design databases in MySQL, creating complex spreadsheets in Excel, designing fonts and on and on - all because these applications are well documented.

    which leads me to my next point...

    SECONDLY: to all the people who like to point out that DAZ is free and we sholdn't expect much in the way of a manual I must simply gaffaw. DAZ is free because that's it's business model. Free software yes but the cost is still there to bear through purchases made through the DAZ Shop - an income stream on which DAZ very much depends. Before begining this post I added up the amount of cash I've paid out to DAZ since starting to use their excellent software a few years ago. It's not a small sum. Seventeem hundred pus dollars for over 40 items. I think most people would agree, for that kind of dough one might antipate better supporting documantation. My time IS worth something and it can be a heavy price to pay having to spend so many endless, and often fruitless hours, figuring out how to get things done in DAZ, things you know that CAN BE DONE in DAZ -  if you only knew how.

    Thats my two cents. Thank you.

  • pwalters58pwalters58 Posts: 72

    I totally agree - it's pathetic that there still is no manual for DAZ Studio. I am brand new to the Iray stuff since I did not use it at all in 4.8. Now trying to find info on how to change just part of a figure's material, for example, a space helmet that has several materials assigned to it, but I only want to use a Iray material for the glass visor. Is that even possible? I just bought Digital Women II: A Guide to DAZ Studio 4.8 Iradium over at Amamzon for $4. Not bad info, but not great. Did not answer how to apply Iray materials except for the uber base. Sigh...

  • fixmypcmikefixmypcmike Posts: 19,683

    You apply Iray shaders the same way you apply 3Delight shaders -- select the item in the Scene pane AND the surfaces you want to apply the shader to in the Surfaces pane.

  • pwalters58pwalters58 Posts: 72

    I'll try again - but so far it does nothing. 

  • fixmypcmikefixmypcmike Posts: 19,683

    What exactly are you doing, and what happens when you render?

  • pwalters58pwalters58 Posts: 72

    I selected the helmet visor and double-clicked on the glass Iray material. The render did not change - it still has the original material. I may not have selected the surface though. Still stuck at work, so will try tonight and check the surfaces tab too. 

  • IceDragonArtIceDragonArt Posts: 12,741

    Oh, wait! One of the books on Amazon is for Iray!!! But it's for 4.8, not 4.9. Will that make a difference? See, if I buy that, that money could have gone to Daz... But that just focuses on IRay, I see, not everything else... Urrghhh... And can't see inside to see how they explain it and it seems to just focus on digital women, maybe not full scenes...

    I've got the book you were referring to, but I haven't started it yet because I was still working my way through the Piola Ciccone book.  I was going to gift it to you since I purchased it on Kindle, but then saw that it was only 4 bucks. LoL.   Thumbing through it though, it's basically in the style of the video tutuorials, only in print.  You load up a figure, and he explains how to achieve different looks using I-ray and the setting you need.  It seems to be basic enough that it will give you a solid starting point "from which to start experimenting on your own".  At the very least you'll have a good idea what certain sliders do.

    Seems it's better than nothing, and $4 won't break the bank.

    Thanks, I'll look into it. Colm has some great video tutorials and I got his light studio products which I think will teach me a lot while experimenting. But I want to know more than just lighting. I want to use the Lipsync feature (if that still exists) and basically EVERYTHING in the menus. What I would love is a comprehensive manual with screenshots of everything Daz is capable of, read it in bed before sleep and spark ideas of what I can do in Daz that I couldn't in Poser and I think there are many things besides Iray, but I don't know what they all are! I would actually like to create my own content and various other things that go beyond creating pinups. I was kind of joking in my OP. Been doing pinups for years in Poser and don't need Daz for that. I'm doing a graphic novel that I want to make more realistic than most comics, and still haven't decided if I want to do in Poser or Daz, with V4 or G3.... Hoping for GenX for G3 to transfer my character morphs but I've already tried to recreate them just by sight. But if I can't use Daz properly, it will be more time efficient to use Poser. At first I hated DS, the UI was driving me crazy, but now I'm liking it and Colm's cameras take care of not having a face camera although I'd still like to figure out how to get that permanently in the UI, rather than in sub menus, as well as hand cameras. Anyway, I would just like to know everything that's POSSIBLE whether I use it or not, I may need it someday and remember that Daz can do it.

    I want to know it all too. I have spent literally thousands on product here and I have been here less than a year.  This is a serious hobby for me. I have pages and pages and pages of notes, a binder notebook full of readme's and directions for products, I am MORE than willing to put the time and effort into learning. But I need something that is dummed down to a level that I can understand.  Put the technical stuff into laymans terms so I don't have to spend an hour on google looking up term I've never heard off.  And just to complicate matters for myself. I want to learn both Iray and 3delight....

  • takezo_3001takezo_3001 Posts: 2,023
    edited June 2016

    It's funny, when I was like six years old my mother took me to Central Park with pastels and paper and we drew a bridge and scenery and I was shocked to discover it recently in storage and see how I got all the light gradations and shadows at that young age, purely visual, no tech... Hell, maybe I should go back to drawing...

    Just want to add, from a sales perspective, it would benefit Daz to simplify things a bit for newbies because there could be many new potential customers who just want to do pretty pinups or cute fairies and all the high tech stuff, although great, could dissuade them from starting with DS. If I didn't already have years of Poser behind me and if this wasn't now my actual career, I might have been scared away. I think Daz should do what Apple does, have all the bells and whistles but have a very easy user version so even a child could pick it up. Children, especially little girls, could be great customers of Daz if they could easily create cute dolls and fairies and boys too, could render spaceships and superheroes easily. This could be a whole new source of income for Daz. Hey, Daz, want to hire me for marketing????

    I too started out drawing, then sculpting and now music, but I really got sucked into the poser thing (In my late thirties) and geek-out on all the rendering, normal maps and Ambient Occlusion (I actually made my own AO by positioning 64 spot lights in a geo pattern and enabling all soft shadow maps, took hours to render, but it came out great, this was before ambient occlusion was even a thing!)

    I remember when I lost my job in Seattle and was pretty much homeless, (Which was not too bad as Seattle has excellent resources!) Anyway I would spend my days drinking coffee and drawing for hours in cafes all across the city...Lugging around all that paper/drawings was a bit of a pain though!...Oh yeah, this is when Seattle had the dot com crash that rendered most people jobless, which is why I ended up movintg eventually.

    That's actually how I'm trying to learn, by looking at other people's presets. But people's Iray settings vary wildly for skin. The premade skin shader I bought is too dark and shiny for my taste so trying to figure out how to get it to my liking and save it. Still, nothing is intuitive. I figured out Photoshop without a manual. And the Nvidea instructions that are copied and pasted are meant for professionals, I wish they could be translated into easier to understand English with screenshots...  Actually I would pay for an in depth manual of EVERY aspect of DS with screenshots at every step, I prefer that to video tutorials.

    There are too few video tutorials that actually get to the point as most drone on and on and take several videos to explain a few steps The best video tuts are from Sickleyield and Mec4D! 

    Otherwise, I would love to read about these features but this will not happen, I am glad to see them making video tutorials but would rather have them use annotations instead of the constant droning.

    Post edited by takezo_3001 on
  • lx_2807502lx_2807502 Posts: 2,996

    Sadly, so many things these days just use video tutorials rather than actually write things out (I assume because monetising ads.) I've seen things like news updates for a game that link a ten minute video that could have been summarised into a couple of short text notes. It's not really a Daz problem - it's everywhere.

    I don't even want to check and see how much I've spent on Daz products. My product library being over 1000 is a scary enough sign for me already. 

  • It's a lot easier to make a video tutorial these days, I totally get the overexplained, drawn out simple ones. It takes quite a bit of time to write, proof, image/crop and organize into a final tutorial. When it comes to showing a lot of steps and explaining the though process, videos tend to be the more efficient route, like it or not. :) I used to hate watching the things, but now I find I prefer them, but it largely depends on the presenter and how easily I can scan through the video. But there's still nothing like a well written documentation I can keep referring to, or easily get to the info I need.

    For D|S's documentation, or lack thereof, they make their money selling assets and the program doesn't see large scale professional use like an Autodesk product does. It's basically a niche, and no worry of a bunch of studios jumping ship and slowing the cash flow.

  • 3delinquent3delinquent Posts: 355

    It's unfortunate, but a poorly produced video is like a poorly written manual. I'm still extremely grateful to the people that take the time and effort to make them anyway. It's a big part of how I'm able to learn stuff I would struggle even more with otherwise.

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